Sami - Gun Girl
Sami is a capture-happy infantry specialist that lacks slightly in direct combat, but is average with indirect units.
Day To Day Abilities
- 120% attack with all infantry/mech units
- +50% capture speed (rounded down)
- 90% attack with non-infantry direct units
COP - Double Time ***
- 160% attack with infantry/mechs
- +1 movement to infantry/mechs
- 100% attack with directs
- 110% attack with all else
- 110% defence
Sami shouts at her troops to get moving, giving her infantry types a movement cost of 1 over any terrain, and allowing them to move an extra space in any weather. They also get 160% attack and a 110% defence. All other units gain the usual 110% attack/defence.
SCOP - Victory March ---*****
- 190% attack with infantry/mechs
- +2 movement with infantry/mechs
- Instant capture of properties at any hp
- 100% attack with directs
- 110% attack with all else
- 110% defence
Sami's infantry units get souped up by 50% attack + 2 extra movement spaces, plus they gain the ability to capture properties in one day with any amount of HP. All other units get a 10% defense boost. This all means that an infantry at 1HP can hypothetically sprint along 5 spaces to the enemy HQ and capture it in one day, like some kind of psychotic killer! ...or something.
Tags
An excellent tag with a devastating tag break - albeit one you will see once in a *cough* blue moon. Both Eagle and Sami have loooong power meters, but when they hit the top you can go for aggressive capturing of swathes of properties (Lightning Strike to clear out urban areas and move in the APCs), or just an all-out assault on the opposing HQ (Lightning Strike to journey T-copters in from afar, Victory March to trample the HQ). Just make sure you pull it off right and don't get thwarted by one recon sat in the wrong place.
Notes & Tactics
Sami players will want to build a fair amount more mechs than usual, as to her they act like slow, capturing tanks. You could also go for a good old straight forward Mech Flood, building mechs out of every available factory and casually strolling the swarm over to any area you like the look of. She is good early on as her infantry can gun down other infantry with ease in skirmishes for property. Her direct units have a slightly annoying disadvantage, but all this means is you should build less of them and drop in mechs to take their place. Don't forget also that her indirect units are comparable to Andy's, so don't neglect to use them as well. Victory March is your key to taking the property advantage in an even game by storming neutral or enemy territories, but equally don't be put off using Double Time when you could use just the infantry/mech speed and power - it's only 3 stars.